Marines: So What Makes You Want To Bash Your Comm?

PraevusPraevus Join Date: 2002-11-13 Member: 8424Members
<div class="IPBDescription">Esp. during early game</div> After seeing pro and newb comms, one thing that makes me nervous, regarding my comm, is if he decides to the 'very beginner and standard' 2 inf portal, TF, armory, and 2 turrets build.

Many vet comms know that the 'quicker and more secure' way to go at these times is by keeping 2 marines at base and doing 2 x inf portals, armory, and obs. Once your team is going for #1 hive, you take 1-2 nozzles along the way. Once your in the hive itself (and if you picked one with a noz), you'll get the 4th nozzle + start laying phase. I consider that the optimal BOrder. If I see a TF in base at start, I know we're gonna get really slowed down. I don't exactly want to 'bash' my comm, its just that he should know the (2nd) BO I just stated is for the better.... unless you really have a green team and decide to keep 3-4 in base.

So what lowers your confidence regarding your Comm? Comments?

Comments

  • badmoonbadmoon Join Date: 2002-11-05 Member: 7212Members, Reinforced - Shadow
    turret happy comms lose my confidence
  • Nemesis_ZeroNemesis_Zero Old European Join Date: 2002-01-25 Member: 75Members, Retired Developer, NS1 Playtester, Constellation
    1.: Moved to Frontiersmen Strat.

    2.: There are more than two strategies to NS. Maybe the commander wants to employ a strategy of constant pressure and make you rush the aliens for a rather long time, thus requiring some turrets for all eventualities. Maybe he'll try to establish the hive as main base and will use a decently defended start as decoy.
    Maybe he'll try something different. Just don't believe that you already know what you don't.

    3.: To all those who posted 'turrets are overpowered' threads three weeks ago: Ha! Who's laughing now?
  • OrpheusPrimeOrpheusPrime Join Date: 2002-12-18 Member: 11074Members
    In many pub games I have a hard time keeping newbs at home while others are off building res, ect. They get restless after building the obs and go running off to their deaths... If I know I have a vet or 2 I will tell them to hunt for a few nodes and scout while I tell a couple newbs to "Stay here, in the base.... no, not just outside, here, yes, right here.... oh no NOT OUT....doh!" <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
  • MagusMagus Join Date: 2002-11-06 Member: 7448Members
    ive actually used what i feel would be a better tactic... what u do is get most of ur marines to the closest hive and get all ur def and RT up there.. and then just grab the resource nodes walking back to base... because supposedly they are secure now.. along that path.. but yeah.. i agree with the 2 ppl at base, 2x ip, and obs... oh.. and a armory... as well..
  • DestroDestro Join Date: 2002-11-12 Member: 8336Members
    Ok yeah the two turrets deal, well on pubs I've done it with the phase gate and observatory way, which is cheaper and more efficient but the thing is those marines MUST stay there damn near the whole game, and if you find someone on a pub that does this I would be surprised. When I use this tactic, the marines who say they will stay stay for a while and may even hold off a few skulks, then I look back and see my infantry portals are under attack, and my comm chair is being munched, my marines die, and luckily maybe they haven't destroyed my observatory so I can distress beacon. Basically the two turrets deal you can cover your factory and portals, and maybe your comm chair depending on the map, and where the comm chair is located, plus for some reason it will deter skulks. or slow them down enough for people to get back to base and save it since no one will stay and guard base the whole game unless you find a good vet who can listen, but I would rather send him out into the field, it pays to have a seasoned marine who knows to check ceilings etc... and may prevent the whole squad from getting killed.
  • KickarseKickarse Join Date: 2002-11-03 Member: 5556Members
    2 IPs, armoury, obs, PG, PG at hive, RP at hive, PG at next hive, RP, few turrets here and there, game won ... unless ur marines can't aim for **obscenity** that is.
  • travtrav Join Date: 2002-11-06 Member: 7417Members
    kickarse try playing com on a pub server a few rounds, you'll see what we're talking about <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->
  • ogzogz Join Date: 2002-11-24 Member: 9765Members
    try the armslab then quick jp rush <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
    and give the guy a welder/jp <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
  • IxionIxion Join Date: 2002-12-19 Member: 11108Members
    Usually when the commander starts asking globally, how to set way points, I think I usually lose my faith in him. Or... Maybe those guys who get into the command chair, and build 7 Spawn Portals right off the bat. That irritates me sometimes.
  • ImaNewbieImaNewbie Join Date: 2002-11-29 Member: 10207Members
    yeah, i sometimes still build a tf first before observatory when i start seeing my team go ramboing, because they usually die, and next thing you know my base gets chomped.

    if i'm playing with marines who listen, then i do the 2 ip, ammo fact, observ, and 2 ppl guard base.
  • TyphonTyphon Join Date: 2002-11-01 Member: 1899Members
    Yeah, 2 weeks ago i would have killed a comm that didn't build a TF at spawn, but now a TF at start spells doom for the marines.

    HOWEVER a TF IS NEEDED at some point, roughly 10-15 minutes into the game. Otherwise the aliens will get wise to the fact that the base is essentially undefended and run it over.
  • KulKul Join Date: 2002-12-19 Member: 11123Members
    i dont mind ppl building turrets but *bad turret placement* really annoys me! some ppl just dont understand how turrets work. turrets are only good for protecting your assets, not killing aliens (unless theyre chomping your assets). a noob commander will always build one of those infamous turret "walls" <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
  • Error404Error404 Join Date: 2002-11-19 Member: 9353Members
    <b>This gives me confidence in a Comm:</b>

    1. 2 Infantry Portals
    2. An Armory
    3. Send marines to get hives
    4. Set up Phase Gates
    5. Set up Resource Towers
    6. Upgrade Motion Tracking
    7. Build Arms Lab
    8. Build Prototype Lab
    9. Secure Hives
    10. Attack last Hive


    <b>This DOES NOT instill confidence in my Comm:</b>

    1. Builds 1 infantry portal
    2. Spams med packs at marine base
    3. Builds two turret factories at marine base
    4. Upgrades turret factories
    4. Builds 10 turrets and a seige.. at base
    5. Builds Armory
    6. Upgrades Armory!
    7. Build first Resource Tower at nozzle closest to base
    8. Build more turret factories and turrets close to base
    9. Fades attack marine base
    10. Comm spams more medpacks at base
    11. Comm decides to recycle all the turrets and factories
    12. Comm recycles armories
    13. Comm logs out and leaves game
  • Alien_BobAlien_Bob Join Date: 2002-11-11 Member: 8185Members
    Things that bug me about comms :

    Asking for mines at the start of the game and being told they're worthless.
    Standing in marine base with 5 health, asking for health and never getting it (even when comm has about 100 RPs to spend).
    Comms who never send people to weld important vents.
    Bad placement in small bases making it difficult to get around the room without jumping over equipment/people.
    Comms who never respond to calls for ammo.
    Comms who never give orders or waypoints.

    "Where are those orders?"
    ...two minutes silence...
    "Where are those orders?"
    ...two minutes silence...
  • JettoJetto Join Date: 2002-11-20 Member: 9468Members
    I don't like Comms that refuse to upgrade weapons or armor.
  • rugayrugay Join Date: 2002-12-21 Member: 11264Members
    you posted that based on good marines obviously, and a team of > 6, A lot of comms aren't used to big teams at the start, either because of server limits or a bunch of people trying to join the same team. (in a 6on6 at start) When you have 2-3 marines defending the unguarded base that only leaves 2-3 marines to go secure your resource nodes and your hive. This could be very sticky, one because any half witted skulk will chomp up the undefended resource nodes u quickly build and run by, and you could easily be overwhelmed (especially if your marines are "green"). I much rather have a good 4-5 marines sent out, and having 1 or no marines guarding base that is set up with a quick 2-3 turrets and 1 infantry portal, saving the armory and observatory for when we have 2 resource nodes up. 4 clips(2lmg and 2pistol) per marine when they are moving together should be plenty for the early resource nodes and hive, and by the time they die and collectively run out of ammo, u should have phase gates and a armory up (or 2).
  • Crazed-OneCrazed-One Join Date: 2002-11-05 Member: 7027Members
    Unfortunately the newb tactic as you call it, 2 INF 1 ARMORY 1 TF 3 TURRETS, is necessary if no on stays at base when asked, or they run off before you get PG up. and if they cant stay alive to hold off the skulk rush then its over, guess the TF and 3 T's or OBS , PG is a matter of trust. Many times as a skulk the only thing that kills me is the Turrets not the Marines, or the damage they instill is enough for the marine to get the kill and keep me from eating the CC or INF's
  • AkumaAkuma Join Date: 2002-11-18 Member: 9219Members, Constellation
    The best comm setup!

    <img src='http://www.greenapple.com/~msnyder/images/turrets.jpg' border='0' alt='user posted image'>
  • Error404Error404 Join Date: 2002-11-19 Member: 9353Members
    LOL, the time building that setup would probably mean that you would be facing onoses!
  • aN-AzraelaN-Azrael Join Date: 2002-11-29 Member: 10265Members
    Up at the top... Team Resources: 3320

    lol

    ~Az
  • OWAOWA Join Date: 2002-12-22 Member: 11322Members
    What really irritates me is when I'm grunting, fought my way to a hive, radioed in to my commander that I've taken a hive,and he drops me a TF when we only have one RT and I know he won't be able to supply turrets for ages! what a waste, if you decide not to go with phases early on then drop the RT for your grunts first, a TF without turrets is useless!
  • ZerglinZerglin Join Date: 2002-12-13 Member: 10754Members
    Not listening to recon or vital ammo/health requests (in a situation where you are the only guy left at a hive and need replenishment so you can hold off maybe another wave).

    Comm: Okay we are going to seige sewer from pumping station! All go!
    Marine: You can't seige sewer from pumping station. It's too far.
    *Comm ignores, builds the seige that does absolutely nothing*
    Marine: Told ya.
    *Comm ignores and builds another seige just in case, the seige just rotates its head*
    Marine: It's too far I said!
    *Comm finally gets the picture*

    You know how many times I've had this kind of conversation...
  • BlueGhostBlueGhost Join Date: 2002-11-30 Member: 10337Members
    Hehe its bizzare that pumping 02 cant siege unless you put the sieges up the ladders.. hum ho.

    BlueGhost
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